Heroes who will brave The City of The Spider Queen

HolyMan

Thy wounds are healed!
Ok the title is a little long how about an adventuring party name instead.

Ok the following is the character gene rules they are set in stone and not because I am a hard @$$ but in the interest of time and not getting into long debates over this or that.

1) Abilities: 38 point buy (very high powered campaign)

2) Class and Race: Easy enough mostly done.

3) Skills: Not so easy but I will list all of them in the character sheet and please take the time to figure all your numbers (I know a pain sorry).

4) Feats and Flaws: Normal feats for class and level, and gain two additional +2/+2 feats (1st lvl and 10th lvl). May choose up to one flaw.

5) Equipment: Magical equipment will be selected by the DM (that's me) but fill free to give me a wish list in the OOC. And help with what is in the picture.

6) Details and Background: Well we got that out of the way.

7) EDIT: PC's get max HP per class lvl (as like I said this is a tough one), and any change in a stat that is permanent gets retroactivity... meaning increases in INT do to lvl up give you skill points as if you had that INT since day one.

Sources - Any but as everyone knows my library is limited (but am building it back up). So anything outside my limit (mostly everything) you will need to provide info for. And thanks in advance.


Please quote this post and fill in the blanks :)

[sblock=Characters Name]
[sblock=Game Info]
Race:
Class:
Level: 10
Experience: 46,550
Alignment:
Languages: Common
Deity:[/sblock]
[sblock=Abilities]
STR:
DEX:
CON:
INT:
WIS:
CHA:[/sblock]
[sblock=Combat]
HP: 00 = [1d?? + 0]
AC: 00 = 10 + 0 [armor] + 0 [shield] + 0 [DEX]
AC Touch: 00 = 10 + 0 [DEX]
AC Flatfooted: 00 = 10 + 0 [armor] + 0 [shield]
INIT: +0 = +0 [DEX]
BAB: +0 = +0[list class/classes]
Fort: +0 = +0 [base] + 0 [stat]
Reflex: +0 = +0 [base] + 0 [stat]
Will: +0 = +0 [base] + 0 [stat]
Speed:
Damage Reduction:
Spell Resistance:[/sblock]
[sblock=Weapon Stats]
EXAMPLE:
Longsword(melee): +5 = +1 [BAB] + 3 [STR] + 1 [feat]/ DMG = 1d8+3(S), CRIT 19-20x2
[/sblock]
[sblock=Racial Traits]
... [/sblock]
[sblock=Class Features]
...[/sblock]
[sblock=Feats&Flaws]
...[/sblock]
[sblock=Skills]
Skill Points: 00 [0 + INT mod/level] Max Ranks: 13/7.5
ACP:

Skills:
Appraise +00 = +0 [ranks] +0 [Int]
Balance +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Bluff +00 = +0 [ranks] +0 [Cha]
Climb +00 = +0 [ranks] +0 [Str] -0 [ACP]
Concentration +00 = +0 [ranks] +0 [Con]
Craft +00 = +0 [ranks] +0 [Int]
Decipher Script +00 = +0 [ranks] +0 [Int]
Diplomacy +00 = +0 [ranks] +0 [Cha]
Disable Device +00 = +0 [ranks] +0 [Int]
Disguise +00 = +0 [ranks] +0 [Cha]
Escape Artist +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Forgery +00 = +0 [ranks] +0 [Int]
Gather Information +00 = +0 [ranks] +0 [Cha]
Handle Animal +00 = +0 [ranks] +0 [Cha]
Heal +00 = +0 [ranks] +0 [Wis]
Hide +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Intimidate +00 = +0 [ranks] +0 [Cha]
Jump +00 = +0 [ranks] +0 [Str] -0 [ACP]
Knowledge(Architecture and engineering) +00 = +0 [ranks] +0 [INT]
Knowledge(Dungeoneering) +00 = +0 [ranks] +0 [INT]
Knowledge(Geography) +00 = +0 [ranks] +0 [INT]
Knowledge(History) +00 = +0 [ranks] +0 [INT]
Knowledge(Arcana) +00 = +0 [ranks] +0 [INT]
Knowledge(The Planes) +00 = +0 [ranks] +0 [INT]
Knowledge(Religion) +00 = +0 [ranks] +0 [INT]
Knowledge(Local) +00 = +0 [ranks] +0 [INT]
Knowledge(Nobility and Royalty) +00 = +0 [ranks] +0 [INT]
Knowledge(Nature) +00 = +0 [ranks] +0 [INT]
Listen +00 = +0 [ranks] +0 [Wis]
Move Silently +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Open Locks +00 = +0 [ranks] +0 [Dex]
Perform +00 = +0 [ranks] +0 [Cha]
Profession +00 = +0 [ranks] +0 [Wis]
Ride +00 = +0 [ranks] +0 [Dex]
Search +00 = +0 [ranks] +0 [Int]
Sleight of Hand +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Spot +00 = +0 [ranks] +0 [Wis]
Sense Motive +00 = +0 [ranks] +0 [Wis]
Speak Language +00 = +0 [ranks]
Spellcraft +00 = +0 [ranks] +0 [Int]
Survival +00 = +0 [ranks] +0 [Wis]
Swim +00 = +0 [ranks] +0 [Str] -0 [ACP*]
Tumble +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Use Magic Device +00 = +0 [ranks] +0 [Cha]
Use Rope +00 = +0 [ranks] +0 [Dex]

* double ACP penalty[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  Weight
Treasure: gp, sp, cp Gems:
Total weight carried:
Maximum weight possible: [/sblock]
[sblock=Details]
Size:
Gender:
Age:
Height:
Weight:
Hair Color:
Eye Color:
Skin Color:
Apperance:
Deamenaor:[/sblock]
[sblock=Background]... [/sblock]
[sblock=Level Ups] ....[/sblock] [/sblock]
 

Attachments

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Here's Renard! I think I got everything.

[sblock=Renard Foucault]
[sblock=Game Info]
Race: Human
Class: Archivist 7/Loremaster 3
Level: 10
Experience: 45,942
Alignment: TN
Languages: Common, Undercommon, Dwarven, Celestial, Abyssal, Terran, Aboleth
Deity: Polytheist (invokes various deities for different purposes). Reveres Oghma above others.[/sblock]
[sblock=Abilities]
STR: 10
DEX: 10
CON: 14
INT: 20
WIS: 18
CHA: 10[/sblock]
[sblock=Combat]
HP: 74 = [7d6 + 3d4 + 20, maximized]
AC: 12 = 10 + 2 [armor] + 0 [shield] + 0 [DEX]
AC Touch: 10 = 10 + 0 [DEX]
AC Flatfooted: 12 = 10 + 0 [armor] + 0 [shield]
INIT: +0 = +0 [DEX]
BAB: +4 = +3 [Arch] +1 [Lore]
Fort: +10 = +6 [base] + 2 [stat] +2 [magic]
Reflex: +5 = +3 [base] + 0 [stat] +2 [magic]
Will: +14 = +8 [base] + 4 [stat] +2 [magic]
Speed: 30
Damage Reduction: -
Spell Resistance: -[/sblock]
[sblock=Spells Prepared]
4/6/6/5/5/3
-0-
detect magic, detect poison, light, (empty slot)
-1-
comprehend languages,
updraft (SpC), produce flame, charm person, disguise self, (empty slot)
-2-
augury, divine insight (SpC) x2, detect thoughts, identify, (empty slot)
-3-
remove disease, dispel magic, darkvision, dehydrate (SpC), (empty slot)
-4-
cure critical wounds x2, cure moderate wounds (reach), neutralize poison, (empty slot)
-5-
sanctuary (quickened), revivify (SpC), (empty slot)[/sblock]
[sblock=Weapon Stats]
Mwk Quarterstaff(melee): +5 = +4 [BAB] + 0 [STR] + 1 [mwk]/ DMG = 1d6/1d6
[/sblock]
[sblock=Racial Traits]
Human: bonus feat, bonus skills, ability to grow a bitchin' goatee[/sblock]
[sblock=Class Features]
Prayerbook (prepare and learn spells as a Wizard does)
[sblock=combined prayerbook contents]
-0-
create water, cure minor wounds, detect magic, detect poison, guidance, inflict minor wounds, light, mending, purify food and drink, read magic, resistance, virtue, amanuensis (SpC)
-1-
comprehend languages, cure light wounds, protection from evil, sanctuary, detect undead, ebon eyes
(SpC), resurgence (SpC), updraft (SpC), low-light vision (SpC), embrace the wild (SpC), animal messenger, produce flame, camouflage (SpC), detect secret doors, charm person, lesser restoration, disguise self
-2-
cure moderate wounds, augury, summon monster ii, burrow (SpC), spider climb, soften earth and stone, remove paralysis, divine insight (SpC), resist energy, detect thoughts, identify
-3-
locate object, remove curse, remove blindness/deafness, remove disease, dispel magic, darkvision, dehydrate (SpC), clairaudience/clairvoyance, speak with dead
-4-
cure critical wounds, divination, neutralize poison, death ward, restoration
-5-
commune, raise dead, scrying, revivify (SpC)[/sblock]
Dark Knowledge 5/day, Puissance, Tactics[sblock=Dark Knowledge]Dark Knowledge: Three times per day, an archivist can draw upon his expansive knowledge of monsters, granting his allies benefits against the creatures they face. Doing this counts as a move action. The secrets of dark knowledge pertain only to aberrations, elementals, magical beasts, outsiders, or undead.
An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth).
Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist’s dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.
The archivist’s dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature’s presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.
Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.
Puissance: Starting at 5th level, the archivist can use his dark knowledge
to help his allies fight off the corrupting influence of other creatures. Allies
within 60 feet of the archivist gain a +1 bonus on saving throws against
the affected creature’s abilities. If the archivist succeeds on his Knowledge
check by 10 or more, this bonus increases to +2. If the archivist succeeds
on his Knowledge check by 20 or more, this bonus increases to +3.[/sblock]
Scribe Scroll
Lore Mastery (+2 Decipher Script, Knowledge: Dungeoneering, Knowledge: Religion)
Still Mind: +2 bonus on saving throws against spells and effects from the school of enchantment[/sblock]
[sblock=Feats & Flaws]
Flaw: Hallucinations (-3 to Spot, Listen)
1 - Armor Proficiency, Light
H - Skill Focus: Knowledge(Dungeoneering)
F - Magical Artisan (scrolls)[Forgotten Realms Campaign Setting]
*1 - Diligent
A - Scribe Scroll
3 - Reach Spell [Complete Divine]
6 - Quicken Spell
9 - Touch of Healing [Complete Champion][sblock=details]Benefit: As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells.[/sblock]
*10 - Magical Aptitude[/sblock]
[sblock=Skills]
Skill Points: 117 [4 + INT mod/level] Max Ranks: 13/7.5
ACP: 0

Skills:
Appraise +12 = +5 [ranks] +5 [Int] + 2 [Feat]
Balance +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Bluff +00 = +0 [ranks] +0 [Cha]
Climb +00 = +0 [ranks] +0 [Str] -0 [ACP]
Concentration +13 = +11 [ranks] +2 [Con]
Craft +5 = +0 [ranks] +5 [Int]
Decipher Script +14 = +5 [ranks] +5 [Int] +2 [Feat] +2 [Lore Mastery]
Diplomacy +5 = +5 [ranks] +0 [Cha]
Disable Device +5 = +0 [ranks] +5 [Int]
Disguise +00 = +0 [ranks] +0 [Cha]
Escape Artist +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Forgery +5 = +0 [ranks] +5 [Int]
Gather Information +00 = +0 [ranks] +0 [Cha]
Handle Animal +00 = +0 [ranks] +0 [Cha]
Heal +00 = +0 [ranks] +4 [Wis]
Hide +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Intimidate +00 = +0 [ranks] +0 [Cha]
Jump +00 = +0 [ranks] +0 [Str] -0 [ACP]
Knowledge(Architecture and engineering) +00 = +0 [ranks] +0 [INT]
Knowledge(Dungeoneering) +23 = +13 [ranks] +5 [INT] +3 [Feat] +2 [Lore Mastery]
Knowledge(Geography) +10 = +5 [ranks] +5 [INT]
Knowledge(History) +15 = +10 [ranks] +5 [INT]
Knowledge(Arcana) +15 = +10 [ranks] +5 [INT]
Knowledge(The Planes) +10 = +5 [ranks] +5 [INT]
Knowledge(Religion) +17 = +10 [ranks] +5 [INT] +2 [Lore Mastery]
Knowledge(Local) +00 = +0 [ranks] +0 [INT]
Knowledge(Nobility and Royalty) +00 = +0 [ranks] +0 [INT]
Knowledge(Nature) +8 = +3 [ranks] +5 [INT]
Knowledge(Psionics) +10 = +5 [ranks] +5 [INT]
Listen +1 = +1 [ranks] +4 [Wis] -3 [Flaw]
Move Silently +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Open Locks +00 = +0 [ranks] +0 [Dex]
Perform +00 = +0 [ranks] +0 [Cha]
Profession +4 = +0 [ranks] +4 [Wis]
Ride +00 = +0 [ranks] +0 [Dex]
Search +15 = +10 [ranks] +5 [Int]
Sleight of Hand +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Spot +1 = +0 [ranks] +4 [Wis] -3 [Flaw]
Sense Motive +4 = +0 [ranks] +4 [Wis]
Speak Language +2 = +2 [ranks]
Spellcraft +20 = +13 [ranks] +5 [Int] +2 [Feat]
Survival +4 = +0 [ranks] +4 [Wis]
Swim +00 = +0 [ranks] +0 [Str] -0 [ACP*]
Tumble +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Use Magic Device +7 = +5 [ranks] +0 [Cha] +2 [Feat]
Use Rope +00 = +0 [ranks] +0 [Dex]

* double ACP penalty[/sblock]
[sblock=Equipment]
Equipment
Vanisher Cloak (MIC 145) [2500] {1}
Periapt of Wisdom +2 [4000] {-}
Vest of Resistance +2 (MIC 147) [4000] {1}
masterwork quarterstaff [300] {4}
leather armor [10] {15}
explorer's outfit [10] {8}
Heward's Handy Haversack [2000] {5}
[sblock=contents]
Metamagic rod, Silent, lesser [3000] {5}
Scroll case[sblock=contents]-0-
create water, cure minor wounds, detect magic, detect poison, guidance, inflict minor wounds, light, mending, purify food and drink, read magic, resistance, virtue, amanuensis (SpC)[/sblock]
Tome of Worldly Memory (MIC 190) [1500] {1}
Glyph Seal (MIC 161) [1000] {-}
Everlasting Rations (MIC 160) [350] {2}
Everfull Mug (MIC 160) [200] {-}
Everburning torch [110]{1}
Wand of cure moderate wounds (50 charges) [4500]
Wand of inflict moderate wounds (10 charges) [900]
Wand of cure light wounds (50 charges) [750]
Wand of call lightning (CL5, 10 charges) [2,250]
Wand of detect magic (50 charges) [375]
scholar's outfit [5] {6}
noble's outfit [75] {10}
Black leather prayerbook tooled with an image of Oghma bestowing Rinda the Scribe with a pendant. [70] {4}
[sblock=contents, 87 of 100 pages]
-0-
create water, cure minor wounds, detect magic, detect poison, guidance, inflict minor wounds, light, mending, purify food and drink, read magic, resistance
-1-
comprehend languages, cure light wounds, protection from evil, sanctuary, detect undead, ebon eyes
(SpC), resurgence (SpC), updraft (SpC), low-light vision (SpC), embrace the wild (SpC), animal messenger, produce flame, camouflage (SpC), detect secret doors, charm person
-2-
cure moderate wounds, augury, summon monster ii, burrow (SpC), spider climb, soften earth and stone, remove paralysis, divine insight (SpC), resist energy
-3-
locate object, remove curse, remove blindness/deafness, remove disease, dispel magic, darkvision, dehydrate (SpC)
-4-
cure critical wounds, divination, neutralize poison
-5-
commune, raise dead[/sblock]
Red leather prayerbook tooled with an image of Mystra installing Azuth as first Magister [70] {4}
[sblock=contents, 32 of 100 pages]
-0-
virtue, amanuensis (SpC)
-1-
lesser restoration, disguise self
-2-
detect thoughts, identify
-3-
clairaudience/clairvoyance, speak with dead
-4-
death ward, restoration
-5-
scrying, revivify (SpC)[/sblock]
Purple leather prayerbook tooled with an image of Shar murdering the minor god Ibrandul [70] {4}
(all three prayerbooks are scribed on vellum and bound in a leather tome; each has a waterproof double slipcase of chased and tooled leather)
holy font (for scrying) [100] {?}
holy reagents for divination [100] {-}
incense for augury [100] {-}
hand-carved divining runes for augury [25] {-}
[/sblock]
Infinite scrollcase (MIC 162) [2800] {3}
[sblock=contents]
-1-
comprehend languages, cure light wounds, protection from evil, sanctuary, detect undead, ebon eyes
(SpC), resurgence (SpC), updraft (SpC), low-light vision (SpC), embrace the wild (SpC), animal messenger, produce flame, camouflage (SpC), detect secret doors, charm person, lesser restoration, disguise self
-2-
cure moderate wounds, augury, summon monster ii, burrow (SpC), spider climb, soften earth and stone, remove paralysis, divine insight (SpC), resist energy, detect thoughts, identify
-3-
locate object, remove curse, remove blindness/deafness, remove disease, dispel magic, darkvision, dehydrate (SpC), clairaudience/clairvoyance, speak with dead
-4-
cure critical wounds, divination, neutralize poison, death ward, restoration
-5-
commune, revivify (SpC)[/sblock]

(MIC #) = Magic Item Compendium, page #
[Prices] in GP, {weight} in pounds

Treasure: 110pp, 3 gp, 3 sp, 1 cp Gems: diamonds worth 2,000 gp
Total weight carried: 24 (most items in haversack)
Maximum weight possible: 100[/sblock]
[sblock=Details]
Size: M
Gender: M
Age: 36
Height: 5'9"
Weight: 130 lb.
Hair Color: brown
Eye Color: brown
Skin Color: lightly tanned
Apperance: poorly rested, with a far-off, distracted gaze
Demeanor: self-disciplined, determined, suspicious[/sblock]
[sblock=Background]Renard Foucault began his search for truth after an encounter with creatures of the Underdark in his childhood, some twenty years ago. He and his friends had been exploring the caves near their quiet crossroads trading town, when out of the darkness, some horrid, tentacled monstrosity reached out and snatched up Renard's friends. Renard ran back to town, but when the town watch returned, they found nothing but bare rock.

He comes to the party as a highly-recommended expert on all things fearsome, slimy, tentacled and subterranean.[/sblock]
[/sblock]
 
Last edited:

Talhia Shen, human beguiler

[sblock=Talhia Shen]
[sblock=Game Info]
Race: Human
Class: Beguiler
Level: 10
Experience: 46,550
Alignment: Chaotic Good
Languages: Common, Sylvan, Draconic, Elven, Undercommon, Dwarven
Deity: None?[/sblock]
[sblock=Abilities]
STR: 8 -1 [0 p]
DEX: 12 +1 [4 p]
CON: 16 +3 [10 p]
INT: 20* +5 [16 p]
WIS: 10 +0 [2 p]
CHA: 14 +2 [6 p]

* +1 at 4th and 8th level[/sblock]
[sblock=Combat]
HP: 90 = [10d6 + 30]
AC: 18 = 10 + 7 [armor] + 0 [shield] + 1 [DEX]
AC Touch: 11 = 10 + 1 [DEX]
AC Flatfooted: 17 = 10 + 7 [armor] + 0 [shield]
INIT: +1 = +1 [DEX]
BAB: +5 = +5[Beguiler]
Fort: +6 = +3 [base] + 3 [stat]
Reflex: +4 = +3 [base] + 1 [stat]
Will: +7 = +7 [base] + 0 [stat]
SPECIAL: +1 vs. spells/spell-like abilities (Nymph's Kiss)
Speed: 30'
Damage Reduction: n/a
Spell Resistance: 20 (Necklace of Protection)
Special: fire resist (10)[/sblock]
[sblock=Weapon Stats]
Dagger +1 (melee): +5 = +5 [BAB] -1 [STR] / DMG = 1d4, CRIT 19-20x2
Dagger +1 (ranged): +7 = +5 [BAB] +1 [DEX] / DMG = 1d4, CRIT 19-20X2, range 10 ft.
MW Crossbow: +7 = +5 [BAB] +1 [DEX] +1 [MW] / DMG = 1d8, CRIT 19-20/x2, range 80 ft.
[/sblock]
[sblock=Racial Traits]
--Human--
* Extra feat (1st)
* Extra skill point (4 extra 1st level)
* Any bonus languages
* Any favored class
[/sblock]
[sblock=Class Features]
--Beguiler--
* Armored mage (no spell failure in light armor)
* Trapfinding (as rogue)
* Cloaked casting (+1 DC and +2 vs. SR if opponent flat-footed)
* Surprise casting (move action)
* Advanced learning (3rd: Distract Assailant)
* Advanced learning (7th: Shadow Binding)
* Spells: All spells on spell list count as spells known:

Spell mods: +1 DC, +1 CL for enchantment spells

Cantrips (6/day) (DC 15): Dancing lights, daze, detect magic, ghost sound, message, open/close, read magic
1st level (6+2/day)(DC 16): charm person, color spray, comprehend languages, distract assailant (advanced learning 3rd), detect secret doors, disguise self, expeditious retreat, hypnotism, mage armor, obscuring mist, rouse, silent image, sleep, undetectable alignment, whelm
2nd level (6+1/day)(DC 17): blinding color surge, blur, daze monster, detect thoughts, fog cloud, glitterdust, hypnotic pattern, invisibility, knock, minor image, mirror image, misdirection, see invisibility, silence, spider climb, stay the hand, touch of idiocy, vertigo, whelming burst
3rd level (6+1/day)(DC 18): arcane sight, clairaudience/clairvoyance, crown of veils, deep slumber, dispel magic, displacement, glibness, halt, haste, hesitate, hold person, inevitable defeat, invisibility sphere, legion of sentinels, major image, nondetection, shadow binding (advanced learning 7th), slow, suggestion, vertigo field, zone of silence
4th level (5+1/day)(DC 19): charm monster, confusion, crushing despair, freedom of movement, greater invisibility, greater mirror image, locate creature, mass whelm, phantom battle, rainbow pattern, solid fog
5th level (3/day)(DC 20): break enchantment, dominate person, feeblemind, friend to foe, hold monster, incite riot, mind fog, Rary's telepathic bond, seeming, sending, swift etherealness

[/sblock]
[sblock=Feats&Flaws]
Spell Focus (enchantment)(1st)
Nymph's Kiss(bonus human)
[sblock]Book of Exalted Deeds, pg. 44
By maintaining an intimate relationship with a good-aligned fey
(such as a nymph or dryad), you gain some of the characteristics
of fey.
Benefit: Fey creatures regard you as though you were fey. You
gain a +2 circumstance bonus on all Charisma-related checks,
and a +1 bonus on all saving throws against spells and spell-like
abilities. Starting with the level when you take this feat, you
gain 1 extra skill point per level.[/sblock]
Stealthy (campaign bonus, +2/+2 only)
Deft Hands (campaign bonus, +2/+2 only)
Unsettling Enchantment (3rd)
[sblock]Complete Mage, pg. 48
Your enchantment spells cloud the minds of even those who
would otherwise resist their effects.
Prerequisite: Spell Focus (enchantment) or enchanter
level 1st.
Benefit: Any foe required to save against an enchantment
spell you cast takes a -2 penalty on attack rolls and to AC for
1 round, regardless of the result of the save. This is a mindaffecting
effect.
Special: An enchanter can select this feat as a wizard
bonus feat.[/sblock]
Silent Spell(beguiler 5th)
Touch of Distraction (6th)
[sblock]Complete Mage, pg. 48
Your touch briefly clouds the mind of a foe, impeding its
efforts.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have an enchantment spell of 3rd
level or higher available to cast, you can cloud the mind of a
creature within 30 feet as a standard action. The target takes
a -2 penalty on its next single attack roll or Reflex saving
throw. If the target makes no attacks or Reflex saves within
a number of rounds equal to the level of the highest-level
enchantment spell you have available to cast, the effect ends.
Multiple uses of this feat don't stack. This is an enchantment
(compulsion), mind-affecting effect.
As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting enchantment spells.[/sblock]
Still Spell(beguiler 10th)
Rapid Metamagic (9th)
[sblock]Complete Mage, pg. 46
You possess an uncanny mastery of your magic, enabling you
to modify spells on the fly much faster than others can.
Prerequisites: Spellcraft 12 ranks, ability to spontaneously
cast spells.
Benefit: When you apply a metamagic feat to a spontaneously
cast spell, the spell takes only its normal casting
time.
Normal: Spontaneous casters applying metamagic must
either take a full-round action (if the spell normally requires
a standard action or less) or add a full-round action to the casting
time (if the spell takes 1 full round or longer to cast).[/sblock]
[/sblock]
[sblock=Skills]
Skill Points: 166 [6 + 5 INT mod +1 human/level +1 Nymph's Kiss] Max Ranks: 13/7.5
ACP:

Skills:
Appraise +05 = +0 [ranks] +5 [Int]
Balance +01 = +0 [ranks] +1 [Dex] -0 [ACP]
Bluff +17 = +13 [ranks] +2 [Cha] +2 [Nymph's Kiss]
Climb -01 = -1 [ranks] -1 [Str] -0 [ACP]
Concentration +16 = +13 [ranks] +3 [Con]
Craft +05 = +0 [ranks] +5 [Int] (cc)
Decipher Script +05 = +0 [ranks] +5 [Int]
Diplomacy +21 = +13 [ranks] +2 [Cha] +2 [Bluff synergy] +2 [Sense Motive synergy] +2 [Nymph's Kiss]
Disable Device +00 = +0 [ranks] +5 [Int] (trained only)
Disguise +17 (+19 stay in character) = +13 [ranks] +2 [Cha] +2 [Bluff synergy (stay in character)] +2 [Nymph's Kiss]
Escape Artist +01 = +0 [ranks] +1 [Dex] -0 [ACP]
Forgery +05 = +00 [ranks] +5 [Int]
Gather Information +17 = +13 [ranks] +2 [Cha] +2 [Nymph's Kiss]
Handle Animal +04 = +0 [ranks] +2 [Cha] (cc) +2 [Nymph's Kiss]
Heal +00 = +0 [ranks] +0 [Wis] (cc)
Hide +16 = +13 [ranks] +1 [Dex] -0 [ACP] +2 [Stealthy]
Intimidate +06 = +0 [ranks] +2 [Cha] +2 [Bluff synergy](cc) +2 [Nymph's Kiss]
Jump -01 = +0 [ranks] -1 [Str] -0 [ACP]
Knowledge(Architecture and engineering) +05 = +0 [ranks] +5 [INT] (cc)
Knowledge(Dungeoneering) +05 = +0 [ranks] +5 [INT] (cc)
Knowledge(Geography) +05 = +0 [ranks] +5 [INT] (cc)
Knowledge(History) +05 = +0 [ranks] +5 [INT] (cc)
Knowledge(Arcana) +10 = +5 [ranks] +5 [INT]
Knowledge(The Planes) +05 = +0 [ranks] +5 [INT] (cc)
Knowledge(Religion) +05 = +0 [ranks] +5 [INT] (cc)
Knowledge(Local) +05 = +0 [ranks] +5 [INT]
Knowledge(Nobility and Royalty) +05 = +0 [ranks] +5 [INT] (cc)
Knowledge(Nature) +05 = +0 [ranks] +5 [INT] (cc)
Listen +00 = +0 [ranks] +0 [Wis]
Move Silently +16 = +13 [ranks] +1 [Dex] -0 [ACP] +2 [Stealthy]
Open Locks +00 = +0 [ranks] +1 [Dex] (trained only)
Perform +05 = +0 [ranks] +3 [Cha] (cc) +2 [Nymph's Kiss]
Profession (Dancer) +06 = +6 [ranks] +0 [Wis]
Ride +01 = +0 [ranks] +1 [Dex] (cc)
Search +05 = +0 [ranks] +5 [Int]
Sleight of Hand +18 = +13 [ranks] +1 [Dex] -0 [ACP] +2 [Bluff synergy] +2 [Deft Hands]
Spot +13 = +13 [ranks] +0 [Wis]
Sense Motive +12 = +12 [ranks] +0 [Wis]
Speak Language +00 = +0 [ranks]
Spellcraft +19 (+21 scrolls) = +12 [ranks] +5 [Int] +2 [Know: arc synergy] +2 [UMD synergy (scrolls)]
Survival +00 = +0 [ranks] +0 [Wis] (cc)
Swim -1 = +0 [ranks] -1 [Str] -0 [ACP*]
Tumble +00 = +0 [ranks] +1 [Dex] -0 [ACP] (trained only)
Use Magic Device +18 (+20 scrolls) = +13 [ranks] +3 [Cha] +2 [Spellcraft synergy (scrolls)] +2 [Nymph's Kiss]
Use Rope +03 = +0 [ranks] +1 [Dex] +2 [Deft Hands] (cc)

Skill Tricks (2 sp each, Complete Scoundrel):
Conceal Spellcasting (SoH vs. Spot)
Swift Concentration (maintain concentration as swift action)

* double ACP penalty[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  Weight
--Worn / carried--

Necklace of protection       **     --
+3 mithral chain shirt       **     13lb
    glamered, fire resistance

Gloves of storing x2         **     --
   (storing dagger and crossbow)
+1 dagger                    **     -- (1lb when in use)
MW Light Crossbow           335gp   -- (4lb when in use)
Bolts x10                     1gp   1lb
Belt of fireballs            **     --
   (1/7d6, 2/5d6, 3/3d6)


Ring of metamagic            **     --
   extend lesser (3x/day, 3rd level)

Backpack                     2gp    2lb
Signal Whistle               8sp    --
Spell component pouch        5gp    2lb
Explorer's outfit            **     --


--In Backpack--
potion CSW (3d8+15)          **     --
potion of invisibility       **     -- 
Scroll: Mass Whelm           **     --
Scroll: Seeming              **     --
Ink                          8gp    --
Ink pen                      1sp    --
Parchment x5                 1gp    --
Treasure: 3pp, 16gp, 1sp, cp Gems:
Total weight carried: 18 lbs (23 total)
Light: 26, Med: 53, Heavy: 80, Lift 160
Maximum weight possible: 400[/sblock]
[sblock=Details]
Size: Medium
Gender: Female
Age: 29
Height: 5'7"
Weight: 120
Hair Color: Brown
Eye Color: Brown
Skin Color: Deep tan
Appearance: (see picture)
Demeanor: Ever the performer, it's often difficult to tell what the young woman is thinking, even when she tells you. She can be simultaneously the center of attention and absent the suspicious thoughts of everyone in a room. Forget a fly on the wall; if you want to know something, you want to put Talhia in the room.[/sblock]
[sblock=Background]Talhia Shen was born a slave, raised to do whatever it took to keep herself and her family safe. Despite the squallor of her living conditions, she grew into what her master called "a comely wench." Her mother claimed her own mother was a nymph, and held this responsible for her daughter's great beauty, though Talhia dismissed this as a tall tale. The master promoted Talhia from maid to his personal 'dancer.' His intentions seemed painfully clear.

What her master didn't realize, what Talhia herself was not fully aware of, was that her maturing body was also maturing into an untapped power. When she danced, her finger cymbols chiming and her lilting voice filling the room, she didn't just entertain: she enthralled. And so it was that, after each command performance, it was Talhia and not her master who gave the orders. In the wake of one of her dances, he was always a perfect gentlemen, though he was never quite sure why when he woke alone the next morning.

When she finally realized what powers she could channel, Talhia used them to arrange for the freedom of herself and her mother. Finally convinced of her mother's tale, she followed her instructions to discover the glen her ancestor tended. Her mother chose to stay there, and when Talhia chose to set off to explore the world, her grandmother gifted her with a mithril shirt to protect her on her journeys. And each time Talhia returned, just as a human grandmother, her nymph grandparent showered her with both affection and gifts: pair of gloves which could lighten her load, enchantments to protect Talhia from fire and to disguise her armor, a necklace which might confound the spells of enemies. After losing her daughter for so many years, it seemed grandmother wanted to do everything she could to encourage Tahlia to keep stopping by.

[/sblock]
[sblock=Level Ups] ....[/sblock]
[sblock=notable NPC's]Lord Randal Morn: ruler of Daggerdale, called the PC's to help with a drow problem.[/sblock][/sblock]
 
Last edited:

[sblock=Platinus, Fleshraker of Bahamut]
[sblock=Game Info]
Race: Human
Type: Humanoid
Class: Druid / Warshaper
Level: 9 / 1
Experience: 45,078
Alignment: Neutral Good
Languages: Common, Terran, Drow, Sylvan, Draconic, Druidic
Deity:Bahamut[/sblock]
[sblock=Abilities]
Strength 14 (+2) (6pt buy)
Dexterity 14 (+2) (6pt buy)
Constitution 16 (+3) (10pt buy)
Intelligence 14 (+2) (6pt buy)
Wisdom 18 (+4) (10pt buy, , +2 Lvl)
Charisma 08 (-1) (0pt buy)[/sblock]
[sblock=Combat]
HP: 109/110 = [10d8 + 30]
AC: 23(30) = 10 + 8 [armor] + 3 [shield] + 2 [DEX] (+8 [natural] -1 [size] When WS)
AC Touch: 12 = 10 + 2 [DEX]
AC Flatfooted: 21(28) = 10 + 8 [armor] + 3 [shield]
INIT: +2 = +2 [DEX]
BAB: +6/+1 = [+6/+1 druid]
Fort: +16 = +8 [base] +3 [Con] +5 [Resistance]
Reflex: +10 = +3 [base] +2 [Dex] +5 [Resistance]
Will: +10 = +6 [base] + 4 [stat]
Speed:40ft (8 squares)
Damage Reduction: (5/magic when Wild Shaped)
Spell Resistance: (15 when wild shaped)[/sblock]
[sblock=Animal Companion]Slash
Fleshraker Warbeast
Large Animal
Hit Dice: 11d8+54 (142 hp)
Initiative: +4
Speed: 60 ft. (12 squares)
Armor Class: 29 (+3 Dex, +12 natural, +3 armor, -1 size), touch 13, flat-footed 22
Base Attack/Grapple: +6/+20
Attack: Claw +13 melee (1d8+9+poison+1d4 force)
Full Attack: 2 claws +13 melee (1d8+9+poison+1d4 force) and bite
+13 melee (1d8+5+1d4 force) and tail +13 melee (1d8+5+poison+1d4 force)
Space/Reach: 10 ft./10 ft.
Special Attacks: Leaping pounce, Poison 1d6Dex/1d6Dex DC 21, rake 1d8+10+1d4 force
Special Qualities: Low-light vision, scent
Saves: Fort +13, Ref +11, Will +6(+10)
Abilities: Str 29, Dex 19, Con 22, Int 2, Wis 16, Cha 12
Skills: Hide +8*, Jump +34, Tumble +12, Survival +5
Feats: Improved Natural Attack (claw), Track, Raptor School, Multi-Attack, Improved Multi-Attack
Gear: Piercer Cloak, Pearl of Speech, Psychokintetic Belt of Mighty Fists, Studded Leather Barding
[sblock=Description]Slash is all claws and spines dripping poison. Much of her mottled gray and black hide is covered by her simple black studded leather barding. She always moves right next to Platinus unless he tells her otherwise. The fact that she can now speak in the draconic tongue gives her no end of joy.[/sblock]
[sblock=Features]Warbeast Training: +1HD, +3Str, +3Con, +2Wis, +10ft speed, Proficiency with L/M/H armor,
Can be ridin as mount with +2Ride, +1Spot, +1Listen
Natural Bond: Gains bonuses as 9th lvl druid companion.
+6 HD, +6 NA, +3str, +3Dex, +4 Tricks, Link, Shared Spells, Evasion, Devotion, Multi-Attack
Tricks: General Purpose- Hunting[/sblock][/sblock][sblock=Wild shapes]Platinus
Celestial Fleshraker
Large Magical Beast, Extraplanar Subtype
HP: 109/110 = [10d8 + 30]
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 30 (+2 Dex, +8 natural, +8 armor, +3 shield, -1 size), touch 19, flat-footed 28
Base Attack/Grapple: +6/+17
Attack: Claw +12 melee (1d8+7+poison*)
Full Attack: 2 claws +12 melee (1d8+7+poison*) and bite
+12 melee (2d6+3*) and tail +12 melee (2d6+5+poison*)
Space/Reach: 10 ft./10 ft.
Special Attacks: Leaping pounce, rake 1d8+5*,Poison 1d6Dex/1d6Dex DC19, Smite Evil
Special Qualities: Darkvision 60ft, * Vampiric: +1d6 dmg vs living enemies, I heal same amount
Resistances: Acid 10, Cold 10, Lightning 10
Immunities: Stunning, Critical Hits
Extraordinary Abilities: DR 5/magic (Natural Attacks considered magic), SR 15
Supernatural Abilities: Morphic Weapons
Saves: Fort +15, Ref +5, Will +10
Abilities: Str 25, Dex 15, Con 19, Int 14, Wis 18, Cha 8
Skills: Concentration +16, Spot +18, Jump +21, Survival +18
Feats: Natural Spell, Exalted Wild Shape, Improved Multi-Attack, Multi-Attack
Gear: See Equipment
[sblock=Features]Celestial Template added
Morphic Weapons - All Natural Weapons are +1 size category[/sblock][/sblock]
[sblock=Weapon Stats]
Spear(melee): +8/+3 = +6/+1 [BAB] + 2 [STR] / DMG = 1d8+3, CRIT 20x3
Claws X4(melee) : +10 = +6 [BAB] + 4 [STR]/ DMG = 1d6+2/1 +rend (+1d6 HP drain vs living)
Bite : +8 = +6 [BAB] + 2 [STR]/ DMG = 2d6+3
[/sblock]
[sblock=Racial Traits]
• Medium: As a Medium creature, a Human has no special
bonuses or penalties due to her size.
• human base land speed is 30 feet.
• +1 Feat, +4 Skill points at 1st lvl and +1 SP at each new lvl.
• Automatic Languages: Common.
Bonus Languages: Draconic, Terran.
• Favored Class: Any.[/sblock]
[sblock=Class Features]Druid:
Spells - 6/5/5/4/3/1 no evil
Spontaneous Casting - Can Sacrifice prepared Spell to cast Summon Nature's Ally of same lvl
Animal Companion - See Slash
Nature Sense - +2 to survival and Nature
Wild Empathy - Bonus on effecting animal mood.
Woodland Stride - Ignore difficult terrain in brush
Trackless Step - leave no tracks unless you want to
Resist Nature's Lure - +4 bonus on saving throws against the spell-like abilities of fey
Wild Shape - Change to Animal Form small/medium/large
Vemon Immunity - Immune to all poisons

Warshaper:
Morphic Immunities - Immune to Stunning and Critical Hits
Morphic Weapons - As a move action, Platinus can grow natural weapons such as claws or fangs, allowing a natural attack that deals the appropriate amount of damage according to the size of the new form. These morphic weapons need not be natural weapons that the creature already possesses. If Platinus' form already has a natural weapon of that type, the weapon deals damage as if it were one category larger. Platinus can change morphic weapons as often as he likes, even if he is using a shapechanging technique such as the polymorph spell or the wild shape class feature that doesn’t allow subsequent changes after the initial transformation.[/sblock]
[sblock=Feats&Flaws]1 Multi-Attack: secondary natural attacks take -2 to hit.
- Improved Multi-Attack: secondary natural attacks take no penalty to hit. (Bonus Flaw)
- Natural Bond: Treat Druid lvl as 3 higher when determining Companion Bonuses. (Bonus Human)
3 Craft Wondrous Items: Craft magic items from the Wondrous category
- Skill Bump: +2 Spot / +2 Sense Motive
6 Natural Spell: Can Cast spells while wild shaped.
9 Exalted Wild Shape: Add Celestial Template to shifted form.
- Skill Bump: +2 Craft (woodcarving) / +2 Jump
Flaw - Clumsiness: 1/day DM makes you fail a Str or Dex Check. Drop weapon on 1 or 2.[/sblock]
[sblock=Skills]
Skill Points: 91 [7/level] Max Ranks: 12/7
ACP: -7

Skills:
Appraise +00 = +0 [ranks] +0 [Int]
Balance +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Bluff +00 = +0 [ranks] +0 [Cha]
Climb +00 = +0 [ranks] +0 [Str] -0 [ACP]
Concentration +16 = +12 [ranks] +4 [Con]
Craft (Woodcarving) +14 = +10 [ranks] +2 [Int] +2 [Bonus10]
Decipher Script +00 = +0 [ranks] +0 [Int]
Diplomacy +00 = +0 [ranks] +0 [Cha]
Disable Device +00 = +0 [ranks] +0 [Int]
Disguise +00 = +0 [ranks] +0 [Cha]
Escape Artist +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Forgery +00 = +0 [ranks] +0 [Int]
Gather Information +00 = +0 [ranks] +0 [Cha]
Handle Animal +12(+16 for Slash) = +12 [ranks] +0 [Cha]
Heal +08 = +5 [ranks] +3 [Wis]
Hide +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Intimidate +00 = +0 [ranks] +0 [Cha]
Jump +7 = +4 [ranks] +2 [Str] -7 [ACP] +4 [Speed] +2 [Competence] +2 [Bonus10]
Knowledge(Architecture and engineering) +00 = +0 [ranks] +0 [INT]
Knowledge(Dungeoneering) +00 = +0 [ranks] +0 [INT]
Knowledge(Geography) +00 = +0 [ranks] +0 [INT]
Knowledge(History) +00 = +0 [ranks] +0 [INT]
Knowledge(Arcana) +00 = +0 [ranks] +0 [INT]
Knowledge(The Planes) +00 = +0 [ranks] +0 [INT]
Knowledge(Religion) +00 = +0 [ranks] +0 [INT]
Knowledge(Local) +00 = +0 [ranks] +0 [INT]
Knowledge(Nobility and Royalty) +00 = +0 [ranks] +0 [INT]
Knowledge(Nature) +10 = +6 [ranks] +2 [INT] +2 [Nature Sense]
Listen +14 = +10 [ranks] +4 [Wis]
Move Silently +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Open Locks +00 = +0 [ranks] +0 [Dex]
Perform +00 = +0 [ranks] +0 [Cha]
Profession +00 = +0 [ranks] +0 [Wis]
Ride +00 = +0 [ranks] +0 [Dex]
Search +00 = +0 [ranks] +0 [Int]
Sleight of Hand +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Spot +19 = +13 [ranks] +4 [Wis] +2 [Bonus4]
Sense Motive +7 = +1(2) [ranks] +4 [Wis] +2 [Bonus4]
Speak Language +02 = +4 [ranks]
Spellcraft +00 = +0 [ranks] +0 [Int]
Survival +17 = +12 [ranks] +4 [Wis] +2 [Nature Sense]
Swim +00 = +0 [ranks] +0 [Str] -0 [ACP*]
Tumble +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Use Magic Device +00 = +0 [ranks] +0 [Cha]
Use Rope +00 = +0 [ranks] +0 [Dex]

* double ACP penalty[/sblock][sblock=Spells]6/5/5/4/3/1 [sblock=prepared Spells]
0: Create Water X3, Cure Minor Wounds X3
1: Claws of the Bear X2, Beast Claws, Lesser Vigor X2
2: Mass Snake Strike X2, Nature's Favor, Lesser Resoration X2
3: Girallon's Blessing X2, Junglerazor, Mass Lesser Vigor
4: Bite of the Wereboar, Moonbolt, Jaws of The wolf
5: Bite of the Weretiger[/sblock][sblock=Spell Descriptions]BEAST CLAWS
Transmutation
Level: Druid 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 9 hours

You gain two claw attacks that act as slashing melee weapons, dealing 1d4 points of damage with a threat range of 19–20. Attacks with your transformed hands do not provoke attacks of opportunity. Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks—you simply have two claw attacks at your normal attack bonus. If you attack with a manufactured weapon or another natural attack, you can’t make any claw attacks in that
round. The claws do not hinder your manual dexterity or spellcasting.
Material Component: The claw of a bird of prey, such as an eagle or falcon.

BITE OF THE WEREBOAR
Transmutation
Level: Druid 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 9 rounds

You gain a +4 enhancement bonus to Strength, a +6 enhancement bonus to Constitution, and a +8 enhancement bonus to natural armor. Your face becomes that of a boar, and you gain a bite attack that deals 1d8 points of damage (or 1d6 points if you are Small) + 1-1/2 times your Str modifier. You also gain the benefit of the Blind-Fight feat. If your base attack bonus is +6 or higher, you do not gain any additional attacks.
Material Component: Four boar bristles.

BITE OF THE WERETIGER
Transmutation
Level: Druid 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 9 rounds

You gain a +12 enhancement bonus to Strength, a +4 enhancement bonus to Dexterity, a +6 enhancement bonus to Constitution, and a +5 enhancement bonus to natural armor. Your hands become claws, granting you claw attacks, and your mouth becomes that of a tiger, giving you a bite attack. You can attack with both claws at your full base attack bonus, but your bite attack takes a –2 penalty (as if you had the Multiattack feat). Each claw deals 1d8 points of damage (2d6 if you are Large) + your Str modifier, and your bite deals 2d6 points of damage (3d6 if you are Large) + 1/2 your Str modifier. You gain the benefits of the Blind-Fight and Power Attack feats, as well. If your base attack bonus is +6 or higher, you do not gain any additional attacks.
Material Component: A tiger’s claw.

CLAWS OF THE BEAR
Transmutation
Level: Druid 1
Components: V, S
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 9 rounds

When you cast this spell, your hands become natural weapons that deal 1d8 points of damage each or your normal unarmed damage, whichever is greater. You are considered armed while this spell is in effect. If you are Small, your claws deal 1d6 points of damage, and if you are Large, they deal 2d6 points of damage. You add your Strength modifier to your claw damage rolls. Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks—you simply have two claw attacks at your normal attack bonus.

GIRALLON’S BLESSING
Transmutation
Level: Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 90 minutes
Saving Throw: Fortitude negates
(harmless)
Spell Resistance: Yes (harmless)

The touched subject appears to be in discomfort for an instant before arms erupt from its torso with a damp squelch. You give the subject an additional pair of arms. Each of its arms—new and old—ends in a clawed hand with fingers and an opposable thumb. The creature’s original arms (if any) are its primary arms, and new limbs are secondary limbs (if the subject had no arms, the arms created by the spell are its primary arms). The creature gains four claw attacks, each using its base attack bonus + its Str modifier for attack rolls. Each claw deals 1d4 points of damage + the subject’s Str modifier, and if an opponent is struck by two or more claws in 1 round, the subject can rend it for an additional 2d4 points of damage + 1-1/2 times its Str modifier. A creature cannot use normal weapons and the claw attacks in the same round, and the subject does not gain additional claw attacks from a high base attack bonus.
Material Component: A few strands of girallon hair.

JAWS OF THE WOLF
Transmutation
Level: Druid 4
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more created worgs
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

You turn small wooden carvings into a number of worgs (MM 256) equal to one for every two caster levels. These worgs appear between you and your opponents. They act on their own but obey your mental commands. If the worgs move beyond the range of the spell, or at the end of the spell, the worgs become carvings again. Killing a worg destroys its focus item.
Focus: One carving of a worg for each that you create (25 gp each).

JUNGLERAZER
Necromancy
Level: Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Fey, vermin, plants and plant creatures, and animals caught in the area take 1d10 points of negative energy damage per caster level (maximum 10d10).
Material Component: A pinch of ash from a burnt plant.

LESSER VIGOR
Conjuration (Healing)
Level: Druid 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 15 rounds
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)

The subject gains fast healing 1, enabling it to heal 1 hit point per round until the spell ends and automatically becoming stabilized if it begins dying from hit point loss during that time. Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not stack; only the highest-level effect applies.

MASS LESSER VIGOR
Conjuration (Healing)
Level: Druid 3
Range: 20 ft.
Ta rget: One creature/2 levels, no
two of which are more than
30 ft. apart
Duration: 19 rounds

This spell functions like lesser vigor, except that it affects multiple creatures.

MASS SNAKE’S SWIFTNESS
Transmutation
Level: Druid 2
Range: Medium 190 ft.
Targets: Allied creatures in a 20-ft. radius burst

The subjects can immediately make one melee or ranged attack. Taking this action doesn’t affect the subject’s normal place in the initiative order. This is a single attack and follows the standard rules for attacking. This spell does not allow the subject to make more than one additional attack in a round. If the subject has already made an additional attack, due to a prior casting of this spell, from the haste spell, or from any other source, this spell fails.
Arcane Material Component: A few scales from a snake.

MOON BOLT
Evocation
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Long 760 ft
Target: One living or undead
creature, or two living or undead
creatures that are no more than
15 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
(living target) or Will negates
(undead target)
Spell Resistance: Yes

A moon bolt strikes unerringly against any living or undead creature in range. A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels (maximum 5d4). If the subject makes a successful Fortitude saving throw, the Strength damage is halved. An undead creature struck by a moon bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a –2 penalty on attack rolls and Will saving throws for the next minute.

NATURE’S FAVOR
Evocation
Level: Druid 2
Components: V, S, DF
Casting Time: 1 swift action
Range: Touch
Target: Animal touched
Duration: 1 minute
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)

You grant the subject animal a +1 luck bonus on attack rolls and damage rolls for every three caster levels you possess (maximum +5).[/sblock][/sblock]
[sblock=Equipment]
Code:
Equipment       (*= Wilding Clasp Attached)                                               Cost  Weight
+1 Animated Heavy Crystal Shield of Stamina/Agile (greater)              17,157g  20lbs
Vampiric Amulet of Mighty Fists*                                                           14,000g  -             - 800xp
Bands of Bloodrage*                                                6,600g    1lbs
Psychoactive Skin of Ectoplasmic Armor                                                  6,000g
Dimension Stride Greaves of the Unending Journey*                             5,500g   2lbs       -440xp
Cord of Favor                                                                                          3,000g    2lbs
Psychokinetic Belt of Mighty Fists                                                            2,500g                 -200xp
Ring of Darkvision                                                                                    2,000g
Piercer Cloak X2                                                                                      1,800g
Pearl of Speech (Draconic)                                                                            600g
Warbeast Training                                                                                     325g
Feather Token (tree) X2                                                                             400g    -           - 32xp 
Wolf carvings X6
Studded Leather Barding                                                                           100g
Artisan Tools                                                                                                   5g  5lbs
Backpack                                                                                                        2g   2lbs
Whetstone                                                                                                     2c   1lbs
Waterskin                                                                                                      1g   4lbs 
2 Belt Pouches                                                                                              2g   1lbs
Treasure: 6gp, 8sp, 8cp Gems:
Total weight carried: 38lbs
Maximum weight possible: 175 lbs[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 25
Height: 6'8"
Weight: 240 lbs
Hair Color: Blond
Eye Color: Blue
Skin Color: Tan
Apperance:Platinus is a tall, barrel chested man. His skin is darkly tanned from long days under in the heat, and his sapphire-blue eye are narrowed by sun. He has a very pronounced set of bushy yellow eyebrows that match the shock of unkempt hair above them. The heavy shield floating next to him is stylized in the form of a topaz crystal sarcophagus that matches the transluscent crystal plates hovering just over his body, in the configuration of a set of armor. His voice is gravelly and deep which contrasts the clear and strait forward manner in which he speaks. This puts some people who were raised in more civilized areas and political climates off, but Platinus doesn't seem to mind. The druid seems to stare off into the distance when not actively engaged with someone as if recalling some half remembered dream as he scratched absently at the hair on his arms, as if not used to it being there.

Before changing shape he will hold out his hand, causing his armor to swirl into a liquid that flows down into a viscous orb in his palm. He sets down the orb, sword, shield and removes his belt so they aren't absorbed during the change. He re-equips these items once in his new form.

His standard wild shape is that of a large platinum fleshraker. He grows a tail covered in long barbs, with claws and pointed teeth grow to double normal size, while his skin becomes a heavy metallic, scaled hide. He even starts producing a clear fluid that coats his claws and tail-spines.

Deamenaor: Platunis seems to much prefer his wild, dinosaur form to walking about on the spindly legs of a man. He moves like a well oiled machine when wild shaped, using complicated, leaping attack patterns with the dusty dinosaur companion he calls Slash. They chuff away at each other both in the simple language of the raptors, and the stony base language of elemental earth. [/sblock]

[sblock=Background]Platinus was born in the high reaches of the northern mountains of Gorin, where the cliffs met the northern sea. The deep jungles around the base of the range are home to ancient thunder lizards that roared throughout the night. When the tribes united to destroy an ancient black dragon that had moved into the area, it was Platinus who was honored with the beasts hide, once it was killed, to protect the sentinel of the people from harm. During the fight he met several other heroes as well who told him such strange tales of distant lands and an evil rising from deep within the earth. So fashioning a suit of armor from the hide, he beckoned his companion to come along and began his great adventure. [/sblock]
[sblock=Level Ups] ....[/sblock] [/sblock]
 
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Morrolan
Morrolan1.jpg

Morrolan Character Sheet
[sblock=Morrolan e'Vargach mrith Sveargith]
[sblock=Game Info]Race: Human
Class: Duskblade-7/Dragon Disciple-3
Level: 10
Experience: 46,550
Alignment: Neutral Good
Languages: Common, Draconic, Elven
Deity: Corellon Larethian[/sblock]
[sblock=Abilities]STR: 22 (+6) - {16pts}
DEX: 14 (+2) - {6pts}
CON: 14 (+2) - {6pts}
INT: 14 (+2) - {6pts}
WIS: 12 (+1) - {4pts}
CHA: 8 - {0pts}[/sblock]
[sblock=Combat]HP: 100 = [7d8 + 3d12+ 20]
AC: 00 = 10 + 0 [armor] + 0 [shield] + 2 [DEX] + 1 [Natural]
AC Touch: 00 = 10 + 2 [DEX]
AC Flatfooted: 00 = 10 + 0 [armor] + 0 [shield] + 1 [Natural]
INIT: +2= +2 [DEX]
BAB: +9 = +7[Duskblade] + 2 [Dragon Disciple]
Fort: +10 = +8 [base: 5 DB/3DD] + 2 [CON]
Reflex: +5 = +3 [base: 2DB/1DD] + 2 [DEX]
Will: +9 = +8 [base: 5 DB/3DD] + 1 [WIL]
Speed: 30 ft Base: 20ft Medium Armor
Damage Reduction: DR 2/-
Spell Resistance: None[/sblock]
[sblock=Weapon Stats]Bite(melee): +15/+10 = +9 [BAB] + 6 [STR] / DMG = 1d6+6(P), CRIT x2
2 Claws(secondary melee): +13 = +9 [BAB] + 6 [STR] - 2 [Multi-attack] / DMG = 1d4+3(S), CRIT x2
+2 Keen Scimitar(melee): +17/+12 = +9 [BAB] + 6 [STR] +2 [Enchantment] / DMG = 1d6+8(S), CRIT 15-20/x2
Comp Longbow(+3 STR)(ranged): +11/+6 = +9 [BAB] + 2 [DEX] / DMG = 1d8+3(P), CRIT x3, 110ft Range
Javelins(5)(ranged): +11/+6 = +9 [BAB] + 2 [DEX] / DMG = 1d6+8(S), CRIT x2, 30ft Range[/sblock]
[sblock=Racial Traits]Human:
+1 Extra Skill Point
+1 Feat at 1st Level[/sblock]
[sblock=Class Features]Duskblade:
Martial and Simple Weapon Proficiency
All Armor and Shield Proficiencies (Except Tower Shields)
Arcane Spells without preparation
Arcane Attunement (sp) 5x/day (Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic)
Armored Mage (Ex): Medium Armor & Heavy Shields
Combat Casting: Bonus Feat
Arcane Channeling (Su): Standard Action
Quick Cast: 1x/day
Spell Power (Ex): +2 on CL versus Spell Resistance
Dragon Disciple:
Bonus Spells: +2 2nd Level spells per day
Natural Armor Increase (Ex): +1
Claws & Bite (Ex): Natural weapons (1d4 & 1d6 damage)
Ability Boost (Ex): +2 STR
Breath Weapon: 1x/day; 2d8 Force Damage, DC 15 (10+DD Level+CON)[/sblock]
[sblock=Feats&Flaws]Power Attack (Gen - 1st)
Knowledge Devotion (Gen - 1st)
Investigator (Bonus - 1st)
Alertness (From Familiar)
Obtain Familiar (Gen - 3rd)
Improved Familiar (Gen - 6th)
Multi-attack (Gen - 9th)
Negotiator (Skill Bonus - 10th)[/sblock]
[sblock=Skills]
Skill Points: 65 [3 + INT mod/level] Max Ranks: 13/7.5
ACP: -4

Skills:
Appraise +02 = +0 [ranks] +2 [Int]
Balance -04 = +0 [ranks] +2 [Dex] -4 [ACP]
Bluff -01 = +0 [ranks] -1 [Cha]
Climb +03 = +0 [ranks] +6 [Str] -4 [ACP]
Concentration +09 = +7 [ranks] +2 [Con]
Craft +02 = +0 [ranks] +2 [Int]
Decipher Script +02 = +0 [ranks] +2 [Int]
Diplomacy +07 = +4 [ranks] -1 [Cha] +2 [Negotiator] +2 [Synergy]
Disable Device +02 = +0 [ranks] +2 [Int]
Disguise -01 = +0 [ranks] -1 [Cha]
Escape Artist -02 = +0 [ranks] +2 [Dex] -4 [ACP]
Forgery +02 = +0 [ranks] +2 [Int]
Gather Information +01 = +0 [ranks] -1 [Cha] +2 [Investigator]
Handle Animal -01 = +0 [ranks] -1 [Cha]
Heal +01 = +0 [ranks] +1 [Wis]
Hide -04 = +0 [ranks] +2 [Dex] -4 [ACP]
Intimidate -01 = +0 [ranks] -1 [Cha]
Jump +02 = +0 [ranks] +6 [Str] -4 [ACP]
Knowledge(Architecture and engineering) +02 = +0 [ranks] +2 [INT]
Knowledge(Dungeoneering) +04 = +2 [ranks] +2 [INT]
Knowledge(Geography) +02 = +0 [ranks] +2 [INT]
Knowledge(History) +02 = +0 [ranks] +2 [INT]
Knowledge(Arcana) +10 = +8 [ranks] +2 [INT]
Knowledge(The Planes) +04 = +2 [ranks] +2 [INT]
Knowledge(Religion) +04 = +2 [ranks] +2 [INT]
Knowledge(Local) +04 = +2 [ranks] +2 [INT]
Knowledge(Nobility and Royalty) +02 = +0 [ranks] +2 [INT]
Knowledge(Nature) +04 = +2 [ranks] +2 [INT]
Listen +13 = +10 [ranks] +1 [Wis] +2 [Alertness]
Move Silently -02 = +0 [ranks] +2 [Dex] -4 [ACP]
Open Locks +02 = +0 [ranks] +2 [Dex]
Perform -01 = +0 [ranks] -1 [Cha]
Profession +01 = +0 [ranks] +1 [Wis]
Ride +02 = +0 [ranks] +2 [Dex]
Search +07 = +3 [ranks] +2 [Int] +2 [Investigator]
Sleight of Hand -02 = +0 [ranks] +2 [Dex] -4 [ACP]
Spot +08 = +5 [ranks] +1 [Wis] +2 [Alertness]
Sense Motive +13 = +10 [ranks] +1 [Wis] +2 [Negotiator]
Speak Language +00 = +0 [ranks]
Spellcraft +05 = +1 [ranks] +2 [Int] +2 [Synergy]
Survival +01 = +0 [ranks] +1 [Wis]
Swim -02 = +0 [ranks] +6 [Str] -8 [ACP*]
Tumble -02 = +0 [ranks] +2 [Dex] -4 [ACP]
Use Magic Device -01 = +0 [ranks] -1 [Cha]
Use Rope +02 = +0 [ranks] +2 [Dex]

* double ACP penalty[/sblock]
[sblock=Spells]0-Level: DC12: 6x/day
Known: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1st-Level: DC13: 7x/day
Known: Chill Touch, Shocking Grasp, Resist Energy, Ray of Enfeeblement, True Strike
2nd-Level: DC14: 8x/day
Known: Dimension Hop, Ghoul Touch, Melf's Acid Arrow [/sblock]
[sblock=Equipment]
Code:
[COLOR=Cyan]Equipment                    Cost  Weight[/COLOR]
Treasure: 27gp, 5sp, cp Gems:
Total weight carried: 122.5 lbs
Maximum weight possible: 520 lbs[/sblock]
[sblock=Details]Size: Medium
Gender: Male
Age: 25
Height: 6' 5"
Weight: 230 lbs
Hair Color: Dark Brown
Eye Color: Brown
Skin Color: Greenish Brown
Appearance: Big ugly, pointed ears and teeth
Demeanor: In his life he tries to do his best that a good person can do and is quick to help others in need, according to their needs. Grumpy in the morning and night. Likes to drink.[/sblock]
[sblock=Background]Morrolan's full name is Morrolan e'Vargach mrith Sveargith. The appellation after his given name has been passed down through the generations on his mother's side. According to the stories his mother used to tell as part of her profession as a traveling bard, one of his ancestors was the daughter of a Lord Morrolan who ruled from a floating castle. Serena was cast out of her father's castle for becoming pregnant. Morrolan was a proud warrior and sorcerer but could not handle the shame. Serena was cast out into the world on her own and she made her way using her sorceress abilities and great singing voice. She was the one who started the family tradition of being traveling bards. Her child, a daughter, was born from the union of Serena and a half-dragon (Dragon type - Force Dragon), and thus all children from her daughter's lineage have some dragon blood running through their veins.

Morrolan's mother named him after the ancient lord, hoping he would make a better name for himself in the world. Morrolan has aspirations of becoming a great warrior, but not styled after the long dead lord, but rather his dragon ancestry. He has always had a great fascination about dragons and hopes to learn more about them. The dragon blood beckons him irresistibly. He has left home for a life of exploration along a path to further his goal of unlocking the power of his draconic heritage. He was raised by his mother and never met his father. He only begins his journey as an adventurer, more martial in nature, rather than being a bard the family tradition. In his life he tries to do his best that a good person can do and is quick to help others in need, according to their needs. [/sblock]
[sblock=Level Ups]1st Duskblade-1
2nd Duskblade-2
3rd Duskblade-3
4th Duskblade-4 +1 STR
5th Duskblabe-5
6th Duskblade-6
7th Duskblade-7
8th Dragon Disciple-1 +1 STR
9th Dragon Disciple-2
10th Dragon Disciple-3[/sblock] [/sblock]Fafnir the Pseudodragon
 
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[sblock=Dargun]
[sblock=Game Info]
Race: Dwarf
Class: Chaos Monk(10)
Level: 10
Experience: 45000
Alignment: Chaotic Good
Languages: Common, Dwarven, Terran, Undercommon
Deity: [/sblock]
[sblock=Abilities]
STR 22 (+6) [base 20] {16 pts}
DEX 12 (+1) [base 12] {4 pts}
CON 12 (+1) [base 10] {2 pts}
INT 14 (+2) [base 14] {6 pts}
WIS 16 (+3) [base 16] {10 pts}
CHA 6 (-2) [base 8] {0 pts}[/sblock]
[sblock=Combat]
HP: 90 = [(10d8)+10]
AC: 24 = 10 + 7 [Armor] + 0 [shield] + 1 [DEX] + 1 [Natural Armor] + 2 [Monk] +1 [WIS]
Touch: 16 = 10 + 1 [DEX] + 1 [Natural Armor] + 2 [Monk] +1 [WIS]
Flatfooted: 23 = 10 + 7 [Armor] + 0 [shield] + 1 [Natural Armor] + 2 [Monk] +1 [WIS]
INIT: +5 = +1 [DEX] +4 [misc]
BAB: +7/+2 = +7/+2[Monk]
Fort: +8 = +7 [base] + 1 [stat]
Reflex: +8 = +7 [base] + 1 [stat]
Will: +0 = +0 [base] + 0 [stat]
Speed: 35 ft.
Damage Reduction: 5/Magic
Spell Resistance: 0[/sblock]
[sblock=Weapon Stats]
Unarmed Strike +13/+8 = +7/+2 [BAB] +6 [STR] +0 [feat] / DMG = 1d10+6, 20/x2
Grapple +17/+12 = +7/+2 [BAB] +6 [STR] +4 [feat] / DMG = N/A
Greatclub +1 (Wounding) +10/+5 = +7/+2 [BAB] +6 [STR] +0 [feat] +1 [magic] -4 [non-proficiency] / DMG = 1d10+10, 20x2
[/sblock]
[sblock=Racial Traits]
+4 Dodge bonus to Armor Class against monsters of the giant type
+1 racial bonus on attack rolls against orcs and goblinoids
+2 racial bonus on saving throws against poison
+2 racial bonus on saving throws against spells and spell-like effects
Stonecunning
+2 racial bonus on Appraise and Craft checks that are related to stone or metal
... [/sblock]
[sblock=Class Features]
Displacing Stance
Erratic Advance
Evasion
Improved Evasion
Improved Unarmed Strike
Fast Movement
Ki Strike
Slow Fall
Stability
Still Mind
[/sblock]
[sblock=Feats&Flaws]
Armored Monk
Armor Proficiency (Light)
Improved Initiative
Power Attack

[Monk Bonus Feats]
Combat Reflexes
Improved Grapple
Improved Trip
[/sblock]
[sblock=Skills]
Skill Points: 78 [4/level + 2 INT/Level] Max Ranks: 13/6.5
ACP: +0
Skills:
Appraise +2 = +0 [ranks] +2 [Int]
Balance +8 = +5 [ranks] +1 [Dex] +2[Tumble Synergy] -0 [ACP]
Bluff -2 = +0 [ranks] -2 [Cha]
Climb +18 = +12 [ranks] +6 [Str] -0 [ACP]
Concentration +1 = +0 [ranks] +1 [Con]
Craft (Untrained) +2 = +0 [ranks] +2 [Int]
Decipher Script +2 = +0 [ranks] +2 [Int]
Diplomacy +0 = +0 [ranks] -2 [Cha] +2[Sense Motive Synergy]
Disable Device +2 = +0 [ranks] +2 [Int]
Disguise -2 = +0 [ranks] -2 [Cha]
Escape Artist +1 = +0 [ranks] +1 [Dex] -0 [ACP]
Forgery +2 = +0 [ranks] +2 [Int]
Gather Information -2 = +0 [ranks] -2 [Cha]
Handle Animal -2 = +0 [ranks] -2 [Cha]
Heal +3 = +0 [ranks] +3 [Wis]
Hide +19 = +8 [ranks] +1 [Dex] +10[armor] -0 [ACP]
Intimidate -2 = +0 [ranks] -2 [Cha]
Jump +8 = +0 [ranks] +6 [Str] +2[Tumble Synergy] -0 [ACP]
Knowledge (Architecture and Engineering) +2 = +0 [ranks] +2 [Int]
Knowledge (Dungeoneering) +2 = +0 [ranks] +2 [Int]
Knowledge (Geography) +2 = +0 [ranks] +2 [Int]
Knowledge (History) +2 = +0 [ranks] +2 [Int]
Knowledge (Arcana) +2 = +0 [ranks] +2 [Int]
Knowledge (The Planes) +2 = +0 [ranks] +2 [Int]
Knowledge (Religion) +2 = +0 [ranks] +2 [Int]
Knowledge (Local) +2 = +0 [ranks] +2 [Int]
Knowledge (Nobility and Royalty) +2 = +0 [ranks] +2 [Int]
Knowledge (Nature) +2 = +0 [ranks] +2 [Int]
Listen +15 = +12 [ranks] +3 [Wis]
Move Silently +19 = +8 [ranks] +1 [Dex] +10[armor] -0 [ACP]
Open Lock +1 = +0 [ranks] +1 [Dex]
Perform -2 = +0 [ranks] -2 [Cha]
Profession +3 = +0 [ranks] +3 [Wis]
Ride +1 = +0 [ranks] +1 [Dex]
Search +2 = +0 [ranks] +2 [Int]
Sleight of Hand +1 = +0 [ranks] +1 [Dex] -0 [ACP]
Spot +15 = +12 [ranks] +3 [Wis]
Sense Motive +14 = +11 [ranks] +3 [Wis]
Speak Language +0 = +0 [ranks]
Spellcraft +2 = +0 [ranks] +2 [Int]
Survival +3 = +0 [ranks] +3 [Wis]
Swim +6 = +0 [ranks] +6 [Str] [ACP*]
Tumble +11 = +10 [ranks] +1 [Dex] -0 [ACP]
Use Magic Device -2 = +0 [ranks] -2 [Cha]
Use Rope +1 = +0 [ranks] +1 [Dex]
* double ACP penalty[/sblock]
[sblock=Equipment]
Code:
Equipment                                Cost   Weight
Amulet of Natural Armor +1               2000     0
Backpack                                 2        2
- Bedroll                                0.1      5
- Tanglefoot Bag                         50       4
- Tanglefoot Bag                         50       4
- Tanglefoot Bag                         50       4
- Tanglefoot Bag                         50       4
- Blanket (Winter)                       0.5      3
- Lantern (Hooded)                       7        2
- Oil (1 Pt. Flask)                      0.1      1
- Oil (1 Pt. Flask)                      0.1      1
- Oil (1 Pt. Flask)                      0.1      1
- Oil (1 Pt. Flask)                      0.1      1
- Rope (Silk/50 Ft.)                     10       5
- Tent                                   10       20
- Rations (Trail/Per Day)                0.5      1
- Rations (Trail/Per Day)                0.5      1
- Rations (Trail/Per Day)                0.5      1
- Rations (Trail/Per Day)                0.5      1
- Rations (Trail/Per Day)                0.5      1
- Rations (Trail/Per Day)                0.5      1
- Rations (Trail/Per Day)                0.5      1
- Waterskin (Filled)                     1        4
- Waterskin (Filled)                     1        4
- Waterskin (Filled)                     1        4
- Waterskin (Filled)                     1        4
- Thunderstone                           30       1
- Thunderstone                           30       1
- Thunderstone                           30       1
- Thunderstone                           30       1
Belt of Giant Strength +2                4000     0
Bolts, Crossbow (50)                     5        5
Climber's Kit                            80       5
Crossbow, Heavy                          50       8
Greatclub +1 (Wounding)                  18305    8
Traveler's Outfit                        0        5
Pouch (Belt)                             1        0.5
- Potion of Cure Serious Wounds          750      0
- Potion of Cure Serious Wounds          750      0
- Potion of Remove Curse                 750      0
- Potion of Water Breathing              750      0
Pouch (Belt)                             1        0.5
- Chalk (1 piece)                        0.01     0
- Fishhook                               0.1      0
- Sewing Needle                          0.5      0
The Armor                                94210    15
Treasure: 847gp, 8sp, 9cp Gems:
Total weight carried: 24 lbs. (Light)
Light: 173, Medium: 346, Heavy: 520
Maximum weight possible: 520 [/sblock]
[sblock=Details]
Size: M
Gender: Male
Age: 45
Height: 4' 0"
Weight: 166 lbs.
Hair Color: Bald
Eye Color: Gray
Skin Color: Bronze
Deamenaor:[/sblock]
[sblock=Appearance]At first glance Dargun looks like a stocky, muscular dwarf of average height. However, whereas most dwarves are decidedly hairy, Dargun is hairless. At least on the part that are visible. Also, he has long pointed ears. In fact some people may say that he has elf blood somewhere along the line. There again, looking at his scowling face, they would need to be particularly brave or foolish to do so. Apart from his armor, everything about Dargun his unkempt. His personally hygiene is just about acceptable, although it is obvious that he is not particularly keen on washing. The dark cloak that he sometime wears over his armor is tatty and has seen better days. Unless he is deliberately hiding it, the one thing everyone notices about Dagun is his armour. He wears a suit of spotless, top quality spiked leather armour. Which really stands our against his otherwise scruffy appearance. [/sblock]
[sblock=Background]The direction of Dargun Ironblade's whole life has been determined by the fact that he hates bullies. Not just dislikes but actively hates. It all started when he was 26 (equivalent to 10 human years), when his twin sister was been terrorised by an older boy. His defense of his sister did turn out well, as Dargun ended up being badly beaten up. Determined not to let anything like that happen again, Dargun started to search for someone who would teach him how to defend himself. He found and eventually befriended Argear; a retired army unarmed combat instructor. Argear liked Dargun's spirit and agreed to teach him.

Dargun rematch with the bully, who had continued to terrorise Dargun's sister, turned out equally as badly as their first encounter. Only this time the bully was nearly killed and Dargun ended up in prison. There he also learnt, just different lessons. Once released, Dargun decided that he had no future with the dwarven community and left to seek his fortune.

The early part of Dargun's career was fairly haphazardous. He wondered around Faerún. Sometimes on his own, sometimes with a group of friend, making sure bullies got their comeuppance. This all changed when he found, what he always refers to as, The Armour.

It happened like this. Dargun, had separated from his friends and was relaxing in Waterdeep. When he was asked to assist another adventure group with checking out an underground complex that a home-owner had found behind a secret door in his new house. This turned out to be the old headquarters of the, now defunct, Waterdeep Shadow-Thieves Guild. After surviving an inordinate number of traps, the party determined that the complex did not house anything that could worry the owner. By this time they accumulated a large amount of treasure. Which lead to an argument as to how the loot should be divided. While things never quite come to blows, the argument was far from acrimonious and left Dargun feeling very agreaved. As a consequence a very disgruntled dwarf was trailing some distance behind the others as they returned to the complex entrance. Coming to a T junction, he spotted a secret door that had not been noticed on the way in. Continuing to walk toward the entrance he delayed even further, waited for the others to completely leave the complex before doubling back to check out the door. The secret door opened up into a small storage cupboard, the sole contents being a dwarf size suit of spiked armour. Normally Dargun was not interested in armor and when he first saw it, he fully intended to sell it to make up for the loot that he had been deprived of. Its at this stage that Dargun believes that a higher power intervened. As he had a sudden impulse to try it on. Not only was the armour a perfect fit but it felt right, even though it interfered with his martial skills .

Dargun pondered long and hard on whether or not to sell the armour. In the end he decided that it was just too good and that it would be worth some effort to find a way to be able to use it effectively. After searching for about a year, he found a cloister of monks who practiced armoured fighting. The monks did not seem surprised to see him and he was immediately taken to the abbot.

Even though he had not identified himself, the abbot greeted him by name "Greetings Dargun. Your arrival has long been prophesied. It is also foreseen that when you leave here you will once again join up with your friend. After a time you will arrive in Daggerdale. There the local lord will ask your group for help with a drow problem. All we ask as payment for teaching you what you need, is that you help to the best of your ability. However, you still have free will, so neither we or the prophesy can coerce you and the choice will be completely yours."

So one day, Dargun found himself in Lord Morn's study being asked to help with the drow menace.[/sblock][/sblock]
 
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Aden Hawk

Avatar Picture of Aden

[sblock=Aden Hawk aka The Ghost]
[sblock=Game Info]
Race: Human
Class: Rogue 1, Wizard 4, Unseen Seer 5
Level: 10
Experience: 46,550
Alignment: CG
Languages: Chondathan, Common, Undercommon, Draconic, Drow, Elven, +1 (tba)
Deity: Tymora, now more or less agnostic[/sblock]

[sblock=Abilities]
STR: 8
DEX: 18 (22)
CON: 14
INT: 20
WIS: 10
CHA: 6[/sblock]

[sblock=Combat]
HP: 62 = [1d6+2, 4d4+8, 5d4+10, maximized]
AC: 23 = 10 + 7 [armor] + 0 [shield] + 6 [DEX]
AC Touch: 16 = 10 + 6 [DEX]
AC Flatfooted: 17 = 10 + 7 [armor] + 0 [shield]
INIT: +6 = +6 [DEX]
BAB: +5 = +5 [+0 rogue, +2 wizard, +3 unseen seer]
Fort: +4 = +2 [base] +2 [CON]
Reflex: +8 = +4 [base] +4 [DEX]
Will: +8 = +8 [base] +0 [WIS]
Speed: 30 ft.
Damage Reduction: None
Spell Resistance: None[/sblock]
[sblock=Weapon Stats]

Hand Crossbow (ranged): +14 = +5 [BAB] + 6 [DEX] + 1 [Hand Crossbow Focus] +2 [Crossbow]/ DMG = 1d4+5 (P) [Crossbow Sniper], CRIT 19-20x2
Short Sword (melee): +4 = +5 [BAB] -1 [STR]/ DMG = 1d6-1(S), CRIT 19-20x2

[/sblock]

[sblock=Racial Traits]
Human
o Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
o Human base land speed is 30 feet.
o 1 extra feat at 1st level.
o 4 extra skill points at 1st level and 1 extra skill point at each additional level.
o Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
o Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

[/sblock]

[sblock=Class Features]

Rogue
o Sneak attack +1d6
o Trapfinding

Wizard
o Conjuration specialist (Opposed schools: Enchantment, Necromancy)
o Figher bonus feats as per Unearthed Arcana (see http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#wizard
o Summon Familiar

Unseen Seer
o Sneak attack +2d6
o Advanced learning
o Silent spell
o Divination spell power +1
o Guarded mind

[/sblock]

[sblock=Spells Prepared]

(*) = Divination
(_) = Conjuration

- 0 – (4+1 – DC 16)
Acid Splash, Dancing Lights, Detect Magic, Mage Hand, Silent Portal (SC)

- 1 – (4+1+2 – DC 17) +1 repeat (PoP)
Dawnburst (CM), Disguise Self, Grease, Guided Shot* (SC), Orb of Sound, lesser (SC), Prot. from Evil, Shield, Targeting Ray* (SC)

- 2 – (4+1+2 – DC 18)
Cloud of Knives (PHBII), Glitterdust, Heart of Air (CM), Hunter’s Eye* (PHBII) (2), Invisibility, Seeking Ray (PHBII)

- 3 – (3+1+1 – DC 19)
Blacklight (SC) (2), Blink, Heart of Water (CM), Icelance (SC)

- 4 – (2+1+1 – DC 20)
Black Tentacles, Orb of Force (SC), Heart of Earth (CM), Improved Invisibility

- 5 – (1+1+1 – DC 21)
Cloudkill, Dragonsight (SC), Heart of Fire (CM)

[/sblock]

[sblock=Spellbook]

(*) = Divination
(_) = Conjuration

- 0 -
All SRD, Amanuensis (SC), Silent Portal (SC)

- 1 -
Dawnburst (CM), Disguise Self, Grease, Guided Shot* (SC), Mage Armor, Orb of Sound, lesser (SC), Prot. from Evil, Ray of Flame (SC), Shield, Targeting Ray* (SC), True Strike*

- 2 -
Blast of Force (SC), Cloud of Knives (PHBII), Glitterdust, Heart of Air (CM), Hunter’s Eye* (PHBII), Invisibility, See Invisibility, Seeking Ray (PHBII)

- 3 -
Blacklight (SC), Blink, Prot. from Energy, Heart of Water (CM), Icelance (SC), Stinking Cloud, Suspended Silence (SC)

- 4 -
Black Tentacles, Celerity (PHBII), Floating Disk, greater (SC), Heart of Earth (CM), Improved Invisibility, Orb of Force (SC), Vortex of Teeth (SC)

- 5 -
Arc of Lightning (SC), Blink, greater (SC), Cloudkill, Dragonsight (SC), Heart of Fire (CM)

[/sblock]

[sblock=Feats&Flaws]
o Handicapped (Flaw)
[sblock]You suffer from an old wound that cannot fully heal. Every morning, make a DC 10 Fortitude saving throw. Failure means that your base speed is reduced to the base speed of one size category lower (i.e. a human’s 30 ft. is reduced to 20 ft.), as well as a -2 armor check penalty (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Tumble, double to Swim).[/sblock]

o Spellcasting Prodigy (1st)
o Able Learner (1st – Human Bonus) (Races of Destiny)
o Craven (1st – for Flaw) (Champions of Ruin)
o Exotic Weapon Proficiency Hand Crossbow (1st, dropped Scribe Scroll as per Unearthed Arcana variant)
o Hand Crossbow Focus (3rd) (Drow of the Underdark)
o Practiced Spellcaster (6th) (Complete Arcane)
o Crossbow Sniper (Hand) (9th) (PHB II, p. 77)
[sblock]When using a crossbow for which you have the Weapon Focus feat, you gain a bonus on damage rolls equal to ½ your Dexterity bonus. If you have the skirmish or sneak attack ability, the maximum range at which you can make such attacks increases to 60 ft. when you are using a crossbow for which you have the Weapon Focus feat.[/sblock]

o Skill boost feats: Stealthy, Nimble Fingers
[/sblock]

[sblock=Skills]
Appraise +05 = +0 [ranks] +5 [Int]
Balance +08 = +0 [ranks] +6 [Dex] -0 [ACP] +2 [Synergy]
Bluff -02 = +0 [ranks] -2 [Cha]
Climb +04 = +5 [ranks] -1 [Str] -0 [ACP]
Concentration +12 = +10 [ranks] +2 [Con]
Craft +05 = +0 [ranks] +5 [Int]
Decipher Script +06 = +1 [ranks] +5 [Int]
Diplomacy -02 = +0 [ranks] -2 [Cha]
Disable Device +22 = +13 [ranks] +5 [Int] +2 [Feat] +2 [Equipment]
Disguise -02 = +0 [ranks] -2 [Cha]
Escape Artist +17 = +11 [ranks] +6 [Dex] -0 [ACP]
Forgery +05 = +0 [ranks] +5 [Int]
Gather Information -02 = +0 [ranks] -2 [Cha]
Handle Animal -1 = +1 [ranks] -2 [Cha]
Heal +00 = +0 [ranks] +0 [Wis]
Hide +21 = +13 [ranks] +6 [Dex] -0 [ACP] +2 [Feat]
Intimidate -02 = +0 [ranks] -2 [Cha]
Jump +06 = +5 [ranks] -1 [Str] -0 [ACP] +2 [Synergy]
Knowledge(Architecture and engineering) +00 = +0 [ranks] +0 [INT]
Knowledge(Dungeoneering) +00 = +0 [ranks] +0 [INT]
Knowledge(Geography) +00 = +0 [ranks] +0 [INT]
Knowledge(History) +06 = +1 [ranks] +5 [INT]
Knowledge(Arcana) +06 = +1 [ranks] +5 [INT]
Knowledge(The Planes) +00 = +0 [ranks] +0 [INT]
Knowledge(Religion) +00 = +0 [ranks] +0 [INT]
Knowledge(Local) +00 = +0 [ranks] +0 [INT]
Knowledge(Nobility and Royalty) +00 = +0 [ranks] +0 [INT]
Knowledge(Nature) +00 = +0 [ranks] +0 [INT]
Listen +12 = +10 [ranks] +0 [Wis] +2 [Familiar]
Move Silently +21 = +13 [ranks] +6 [Dex] -0 [ACP] +2 [Feat]
Open Locks +19 = +9 [ranks] +6 [Dex] +2 [Feat] +2 [Equipment]
Perform -02 = +0 [ranks] -2 [Cha]
Profession +00 = +0 [ranks] +0 [Wis]
Ride +06 = +0 [ranks] +6 [Dex]
Search +18 = +13 [ranks] +5 [Int]
Sleight of Hand +06 = +0 [ranks] +6 [Dex] -0 [ACP]
Spot +15 = +13 [ranks] +0 [Wis] +2 [Familiar]
Sense Motive +04 = +4 [ranks] +0 [Wis]
Speak Language +00 = +0 [ranks]
Spellcraft +15 = +10 [ranks] +5 [Int]
Survival +00 = +0 [ranks] +0 [Wis]
Swim -01 = +0 [ranks] -1 [Str] -0 [ACP*]
Tumble +21 = +13 [ranks] +6 [Dex] -0 [ACP] +2 [Synergy]
Use Magic Device -01 = +1 [ranks] -2 [Cha]
Use Rope +06 = +0 [ranks] +6 [Dex]
[/sblock]

[sblock=Equipment]

+3 mithral shirt of twilight (no ACP, no ASF)
boots of spider climbing (as slippers)
gloves of dexterity +4
"hip" bag of holding (type I - special retrieving an item is a free action instead of a move action)
goggles of night
pearl of power (lvl 1)
wand of Dispel magic 25 charges
wand of Knock 25 charges
wand of Keen edge 25 charges

"Death Rod" +2 rifle of distance Special: May only use special pellets made for it. Acts as a hand crossbow, using all the feats and special rules for it. Any ammunition fire from the Death Rod gains a +1 to hit and damage in addition to any other abilities the ammunition carries.

Ammunition:
100 Flaming pellets
100 Frost pellets
100 Shock pellets
100 Thundering pellets
100 Seeking pellets
50 Holy pellets
50 Unholy pellets
50 Bane (Elementals) pellets
50 Bane (Undead) pellets

3 potions of cure moderate wounds (3d8+10)
potion of levitation
2 flasks of Alchemist fire

Dagger
4 Throwing Knives
Thieves Tools, masterwork
10 Tindertwigs
10 Sunrods
1 Smokestick
1 Thunderstone
Scroll: See Invisibility
Spell component pouch

26 GP

[sblock=Miscellaneous]
Crowbar
Club
Bedroll
Candles
Chalk
Fishhook
Inkpen, ink
Rope, silk
Grappling Hook
Signal whistle
Scrolls and scroll case
Flint and Steel
Waterskin
Blank Spellbook

[/sblock]

400gp to spend on misc non magical equipment + mw non-range weapon.
[/sblock]

[sblock=Details]
Size: M
Gender: male
Age: in his 30s
Height: 5'9''
Weight: 123 lbs. -- very lean
Hair Color: Dark brown with gray streaks
Eye Color: A cool, greyish blue
Skin Color: Slightly tanned, weathered
Apperance: (See picture) Wears a dark blue, hooded cloak that has seen too many winters, and a dark brown leather armor. A close examiner will notice he carries many knives and a sword, as well as a backpack and a black box approximately the size of a lute. His face is grim.
Deamenaor: Very calm, speaks little, and sometimes his eyes wander far away. A careful observer can notice his left leg is limping slightly. He always keeps his cat Lai nearby, and lately, he sometimes calls her Aina.[/sblock]

[sblock=Background]

I should not be here at all... he thought, as he quietly climbed through the window. As he took in the room in the pale moonlight, he immediately knew that if he was to gain anything from his nightly burglery, he’d find it here, in what would bet he merchant’s study. And what a wealthy merchant he is… The interior was, even in the shady darkness, well, abundant. A heavy carpet muttered his steps, as he made his way past old paintings and bookcases to the large writing table, carved from water oak with extensive adornments.

I should not be here at all… It was against the rules… rules… He had been on the cultists’ trail for long, longer than even he needed to grow weary of the hunt. They had sent him, because they needed the best. He had hunted down Fire Knives in the streets of westgate, fought the night masks’ sinister dealings, had infiltrated the zullkirs, disguised as a red wizard, and had quietly assassinated a powerful Zhent crimelord – they were not always happy with his means, but always with his results. This one was to be a covert operation, but he had gained information that they would strike again, tonight. This needs to end… Quickly, he skimmed through the scrolls on the desk, until he found a drawer, whose lock provided little resistance. At last, in his hands, he held a black book of fine leather, which he recognized as the one the merchant carried with him. He opened it and saw it was there, everything he was looking for Notes… even letters… He sighed and smiled. Then the door was opened, and light filled the room in a wave.

“You should not have come here,” came the merchant’s voice, an angry, evil growl, but Aden whirled around just in time to evade a dark ray flying at him, as he jumped across the desk for cover. Wide-eyed, he saw that the desk’s front came ablaze. He raised his weapon, shot and knew from the moaning sound the merchant gave, as he fell to the floor Lung hit…

As he walked over, he saw something unnatural, however, as the shape of the man slowly blurred and transformed, his skin darkening, his shape altered. “Who are you?” he hissed, but the merchant’s voice only gave a blowing, whispered laugh. He gestured him to come close, and Aden did, hoping for a last will, an information, a confession, anything… But not for what he got. A crackled, evil, alien voice hissed “Too late, you came too late… we have her now, your little dove…” and as shock took hold of him, he saw the fat merchant’s painful visage had turned into the visage of a dark elf, smiling in death, his eyes looking past Aden into the void. Aina! Then he ran.

And he had been running for an eternity, and his lungs hurt, his breath came in steamy, hasty clouds in the rainy night. As he approached her house from afar, he could hear a pitched scream. He spurred his exhausted legs once more and leaped through the front door, jumped the stairs, up the first part, up, up, up – as a shadow hit him out of nowhere, rushed close, rushed past. As Aden turned, he felt his leg give in, breaking away under his weight, and there was something wet on his arm. Outside, he could hear the steps echoing off in a dashed rhythm. Just a quick slash of darkened steel, it left an image in his mind, a double-edged weapon, a scythe and he fell, and his blood spread in drops on the floor, a steady flow from his arm and his leg. The face underneath the cloak, a dark face, a drow. Moaning in pain, his breath coming in forced bursts, he forced himself upstairs, crawled up, until he saw her.

Sprawled on the floor, her dress ripped apart, her body in a pool of blood, blood, everywhere, her face was blood, her breasts were blood, her belly was blood, and her cat, Lai, sat close, uneasily sipping her blood from the floor. With a heart-breaking moan, Aden threw himself onto his love's lifeless shell, fell into her blood, and cried, and cried, forever, his tears mixing with her blood.

That night Aden Hawk, master of the seven secrets, initiate of the white fist and Harper agent, the one they call the ghost, lost consciousness, faith, and mind.
[/sblock]

[/sblock]
 
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